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An idea we just discussed for displaying the translator's notes from the wiki directly to the game.
[21:37:26] Splashman: mm, idea: y'know those notes we have in the translation boxes?
we could try to display them in-game as an optional "translator's notes" feature, like in anime subs.
because nobody playing the game would know what "Thorium" is, except chemists and people who paid attention in chemistry class.
[21:43:46] Nameless: Yup, that's definitely doable.
[21:46:44] Nameless: And has no further dependencies on any other feature.
[21:47:34] Splashman: great. only then we'll have to introduce public and private notes.
[21:47:55] Splashman: public: for the player
private: in-progress translation notes
[21:50:47] Nameless: With all the existing ones being made private, yes.
[21:53:58] Nameless: The solution I'm thinking about basically boils down to extending the layout syntax, so that you have
<n$This is an explanatory text at the end of any translation unit that tells the player what the characters were actually talking about>
and then we have a Direct3D overlay that renders the text on top of the existing scene.
[21:54:45] Splashman: mm, only the placement and formatting needs to be determined for each game. I'm thinking either on top of the screen or below the dialogue boxes
[21:55:32] Nameless: Which has the advantage that we don't have to add any game-specific hacks, and can do it for any piece of text in the game while still timing the note to the exact time where the actual text is rendered.
[21:56:37] Nameless: I was thinking about just having a small 2-3 line "log section" at the bottom of the screen that fades in and out when something is displayed.
[21:57:22] Nameless: Can be conditionally moved to the top of the screen in case the game just rendered a text near the bot- oh, wait, it can't.
[21:57:33] Splashman: it also doesn't need to look super-pretty, just well placed and readable
[21:58:46] Nameless: Yeah, we just take the font we already use to render text.
[21:58:57] Nameless: Maybe cutting the size in half.
The text was updated successfully, but these errors were encountered:
This was funded by zorg a few months ago and will be coming soon™. One thing we might want to decide beforehand is whether to turn all existing |note= parameters on the wiki into in-game TL notes or whether to make this opt-in by adding a new |tlnote= parameter. Can I get some input from translators?
An idea we just discussed for displaying the translator's notes from the wiki directly to the game.
[21:37:26] Splashman: mm, idea: y'know those notes we have in the translation boxes?
we could try to display them in-game as an optional "translator's notes" feature, like in anime subs.
because nobody playing the game would know what "Thorium" is, except chemists and people who paid attention in chemistry class.
[21:43:46] Nameless: Yup, that's definitely doable.
[21:46:44] Nameless: And has no further dependencies on any other feature.
[21:47:34] Splashman: great. only then we'll have to introduce public and private notes.
[21:47:55] Splashman: public: for the player
private: in-progress translation notes
[21:50:47] Nameless: With all the existing ones being made private, yes.
[21:53:58] Nameless: The solution I'm thinking about basically boils down to extending the layout syntax, so that you have
and then we have a Direct3D overlay that renders the text on top of the existing scene.
[21:54:45] Splashman: mm, only the placement and formatting needs to be determined for each game. I'm thinking either on top of the screen or below the dialogue boxes
[21:55:32] Nameless: Which has the advantage that we don't have to add any game-specific hacks, and can do it for any piece of text in the game while still timing the note to the exact time where the actual text is rendered.
[21:56:37] Nameless: I was thinking about just having a small 2-3 line "log section" at the bottom of the screen that fades in and out when something is displayed.
[21:57:22] Nameless: Can be conditionally moved to the top of the screen in case the game just rendered a text near the bot- oh, wait, it can't.
[21:57:33] Splashman: it also doesn't need to look super-pretty, just well placed and readable
[21:58:46] Nameless: Yeah, we just take the font we already use to render text.
[21:58:57] Nameless: Maybe cutting the size in half.
The text was updated successfully, but these errors were encountered: